Hmm,

im am stuck trying to extract a pointer to an fbo object in the
postDrawCallback of my cameras, allowing me to call

fbo_ext->glBlitFramebuffer(...)

My offscreen render cameras perform their own FBO setup. I am merely
passing the hint to use a frame buffer object as render target by calling
setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT);

And the only point in the osg source code where an accessor is provided to
an osg::FrameBufferObject seems to be in the RenderStage header file.

I haven't yet figured out how to get from an osg.:Camera or an
osg::RenderInfo& to an actual fbo pointer.  *sigh*

Christian



2013/2/21 Christian Buchner <[email protected]>

> Hi,
>
> I've been modifying the "osgoit" code sample to allow opaque objects to
> occlude the depth peeled layers.
>
> I found that rendering the opaque geometry into the depth buffer of each
> peeled layer causes a lot of overhead because of the extra culling and
> geometry passes each time.
>
> Instead I would like to render my opaque object just once into the first
> slave camera's depth buffer and copy the contents of its depth buffer into
> the other slave cameras (or rather FBOs) before performing the depth
> peeling passes.
>
> So instead of clearing the z buffer at the start of each frame, would it
> be feasible to copy the depth buffer from one FBO into another, and with
> reasonable performance?
>
> Christian
>
>
>
_______________________________________________
osg-users mailing list
[email protected]
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Reply via email to